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Help Setting Up Debug Ms V C++/gegui Help Request


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#1 amessier

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Posted 05 January 2006 - 06:14 PM

I talked to garo a little in irc today and said basically i need to set my work directory and command in debug mode.

which I set work directory to c:\xenocide\xenocidegame\ and
command to xenocide_d.exe

I figure I did something wrong or am missing addinonal info.

------------------------------------

Im playing around with uitest to get familar with GEGUI. im using http://www.cegui.org.uk/api_reference/ as a guide.
Can someone tell me what files are involved with uitest.

uitest.cpp
uitest.h
uitest.imageset
uitest.layout


There has to be more to it then just this. Im looking at the startscreen for an example also, seeing how the buttons have actions there and serve more of a purpose.

startscreen.cpp---
EventMap eventMap(CEGUI::PushButton::EventClicked);
eventMap.handler("StartScreen/Quit", States::EvQuitGame());
startscreen.layout---
<Window Type="XenoLook/Button/RightHard" Name="StartScreen/Quit">
<Property Name="Position" Value="x:0.1525 y:0.9225" />
<Property Name="Size" Value="w:0.325 h:0.04125" />
<Property Name="Text" Value="STR_EXIT" />
</Window>

function EvQuitGame() where is it located?

<Window Type="XenoLook/Button/RightHard" I cannot find online any references to the vaules used in Window Type. Can someone point me in the right direction here also.

Thanks

Edited by amessier, 06 January 2006 - 09:42 AM.


#2 UnFleshed One

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Posted 07 January 2006 - 03:47 PM

I figure I did something wrong or am missing addinonal info.


What exactly happens?

Edit: Make sure you are running xenocide in windowed mode, otherwise you won't be able to restore after breakpoint.


It is defined here:
xenocidegame\data\ui\schemes\xenolook_button.looknfeel

function EvQuitGame() where is it located?


It's not a function, it's an event in FSM. It's defined in events.h/cpp and gets integrated into FSM in gamemachine.h.

Then, in mainframelistener.cpp, it gets assigned a pre event handler:
shutdownConnection = States::EvQuitGame::preEvent(bind(&MainFrameListener::requestShutdown, this));

So, when EvQuitGame() is called, requestShutdown() is called. (later there might be more handlers for it, so they will be called sequentally).

(That is, I think that's what's happening, I don't really understand this stuff either :))

And I didn't get the question about uitest, can you clarify?

Edited by UnFleshed One, 07 January 2006 - 04:35 PM.

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#3 amessier

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Posted 07 January 2006 - 04:54 PM

Im all set some of the guys in IRC helped me.



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